Defense project (was Battleship project)
- IskatuMesk
- Xel'naga World Shaper
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Re: A battleships project
Make a hellion that launches hellions.
- Mucky
- Protoss Khalai Missionary
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Re: A battleships project
Make a hellion that launches command centers.
- mAc Chaos
- Zerg Zergling Groomer
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- Alevice
- Zerg Drone Masseur
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Re: A battleships project
make a dogship that barks bees
- Pr0nogo
- Protoss Zealot Practice Dummy
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Re: A battleships project
make a baneling that doesn't die upon explosion
- Xenon
- Zerg Queen's Nest Slave Trainee
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Re: A battleships project
Where have I seen that before?Pr0nogo wrote:make a baneling that doesn't die upon explosion
- Pr0nogo
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Re: A battleships project
http://forums.starcraft.org/threads/465 ... post748578Xenon wrote:Where have I seen that before?
Pr0nogo wrote:- Banelings no longer die upon explosion.
- Xenon
- Zerg Queen's Nest Slave Trainee
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Re: A battleships project
I thought there was a video or something of that, and for whatever reason the Banelings wouldn't even die if shot to death.
- Pr0nogo
- Protoss Zealot Practice Dummy
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Re: A battleships project
Oh I have no idea. I thought that up a while back, though.
- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
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Re: A battleships project
Added "Overcharging abilities" and "Armor" sections.
Feel free to discuss stuff, make suggestions, etc ... especially if you feel that I am going the really wrong way in something.
Feel free to discuss stuff, make suggestions, etc ... especially if you feel that I am going the really wrong way in something.
- Lavarinth
- Xel'naga Administrator
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Re: A battleships project
We're talking about this, right?
- - Lavarinth
Campaign Creations Administrator
Campaign Creations Administrator
- Eredalis
- Zerg Larva Herder
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Re: A battleships project
Can you add this file in your project?
You do not have the required permissions to view the files attached to this post.
- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
- Joined: Wed Aug 16, 2006 3:50 pm
Re: A battleships project
A clearly more evolved form, yes.Lavarinth wrote:We're talking about this, right?
Considering there is clearly copyright stuff in it and Blizzard tend to be too serious about copyright and censoring, I prefer to not take any chances just for that. Otherwise I would have said yes.Can you add this file in your project?
- Ricky_Honejasi
- Xel'naga Solar Moderator
- Posts: 2011
- Joined: Wed Aug 16, 2006 3:50 pm
Re: A battleships project
Added "Research time flexibility & Un-upgrading & Re-spec'ing" in my first pages.
I did some minor progress so far. I am mostly concentrating on making key aspects of the map work.
For example, for the latest section I wrote, I already got a working first version of keeping unspent time for upgrade to boost research the next one. I have an idea to make the code much less consuming globally but I prefer to focus on the other aspects first.
I also have a first version of the Scout being able to "radar-ping" enemy capital ships both on the mini-map and in the game itself.
My next move would to poke a first version of the Overcharge. It will somewhat differ from the original texts which you will have an auto-cast "Overcharge" (Self Instant) that creates a 8-10 sec behavior that when it expires, you gain +5% Overcharge (thus the next casted spell on Overcharge works +5% better, etc.)
There is also the aspect of showing the Overcharge % somehow (probably on the ship as a texttag only seen by allies) and affecting the damage values correctly (for real casts and in ability tooltips).
Since each increment of Overcharge costs energy, the next step would be to make a validator that ensures you cannot spend more energy than the spell that cost the most mana yet uses Overcharge (otherwise Overcharging is pointless if you can easily be "locked" from using that spell).
I did some minor progress so far. I am mostly concentrating on making key aspects of the map work.
For example, for the latest section I wrote, I already got a working first version of keeping unspent time for upgrade to boost research the next one. I have an idea to make the code much less consuming globally but I prefer to focus on the other aspects first.
I also have a first version of the Scout being able to "radar-ping" enemy capital ships both on the mini-map and in the game itself.
My next move would to poke a first version of the Overcharge. It will somewhat differ from the original texts which you will have an auto-cast "Overcharge" (Self Instant) that creates a 8-10 sec behavior that when it expires, you gain +5% Overcharge (thus the next casted spell on Overcharge works +5% better, etc.)
There is also the aspect of showing the Overcharge % somehow (probably on the ship as a texttag only seen by allies) and affecting the damage values correctly (for real casts and in ability tooltips).
Since each increment of Overcharge costs energy, the next step would be to make a validator that ensures you cannot spend more energy than the spell that cost the most mana yet uses Overcharge (otherwise Overcharging is pointless if you can easily be "locked" from using that spell).
- Krazy
- Zerg Creep Colony Landscaper
- Posts: 446
- Joined: Sun Nov 30, 2008 1:49 am
Re: A battleships project
Make a mutalisk that shoots Leviathans.